TECHNICAL FIELD
[0001] Aspects of the present disclosure relate to wireless communications, and more particularly,
to techniques that allow for network latency fairness in transmission, reception,
and playback of content in multi-user gaming platforms.
BACKGROUND
[0002] Wireless communication systems are widely deployed to provide various telecommunication
services such as telephony, video, data, messaging, broadcasts, etc. These wireless
communication systems may employ multiple-access technologies capable of supporting
communication with multiple users by sharing available system resources (for example,
bandwidth, transmit power, etc.). Examples of such multiple-access systems include
3rd Generation Partnership Project (3GPP) Long Term Evolution (LTE) systems, LTE Advanced
(LTE-A) systems, code division multiple access (CDMA) systems, time division multiple
access (TDMA) systems, frequency division multiple access (FDMA) systems, orthogonal
frequency division multiple access (OFDMA) systems, single-carrier frequency division
multiple access (SC-FDMA) systems, and time division synchronous code division multiple
access (TD-SCDMA) systems, to name a few.
[0003] These multiple access technologies have been adopted in various telecommunication
standards to provide a common protocol that enables different wireless devices to
communicate on a municipal, national, regional, and even global level. New radio (for
example, 5G NR) is an example of an emerging telecommunication standard. NR is a set
of enhancements to the LTE mobile standard promulgated by 3GPP. NR is designed to
better support mobile broadband Internet access by improving spectral efficiency,
lowering costs, improving services, making use of new spectrum, and better integrating
with other open standards using OFDMA with a cyclic prefix (CP) on the downlink (DL)
and on the uplink (UL). To these ends, NR supports beamforming, multiple-input multiple-output
(MIMO) antenna technology, and carrier aggregation.
[0004] However, as the demand for mobile broadband access continues to increase, there exists
a need for further improvements in NR and LTE technology. Preferably, these improvements
should be applicable to other multi-access technologies and the telecommunication
standards that employ these technologies.
[0005] A control resource set (CORESET) for systems, such as an NR and LTE systems, may
comprise one or more control resource (e.g., time and frequency resources) sets, configured
for conveying PDCCH, within the system bandwidth. Within each CORESET, one or more
search spaces (e.g., common search space (CSS), UE-specific search space (USS), etc.)
may be defined for a given UE.
[0006] US 2003/027639 discloses a method for playing a game in a networked environment.
US 2006/135258 discloses a method for facilitating fairness in a multiplayer game. See also,
LI ZHI ET AL, Lag Compensation for First-Person Shooter Games in Cloud Gaming, ICIAP:
INTERNATIONAL CONFERENCE ON IMAGE ANALYSIS AND PROCESSING, 17TH INTERNATIONAL CONFERENCE,
NAPLES, ITALY, SEPTEMBER 9-13, 2013. PROCEEDINGS; [LECTURE NOTES IN COMPUTER SCIENCE;
LECT.NOTES COMPUTER], SPRINGER, BERLIN, HEIDELBERG, PAGE(S) 104 - 127, (20180525),
ISBN 978-3-642-17318-9. This document discusses lag compensation whereby up and downlink delays are equalized
within reason in real-time for players. See also,
SUDHIR AGGARWAL ET AL, "Fairness in dead-reckoning based distributed multi-player
games", NETWORK AND SYSTEM SUPPORT FOR GAMES, ACM, 2 PENN PLAZA, SUITE 701 NEW YORK
NY 10121-0701 USA, (20051010), doi:10.1145/1103599.1103608, ISBN 978-1-59593-156-6. This document discusses estimating an error measure for estimating an inaccuracy
in rendering objects at the receiver due to network delay between the sender and the
receiver. An algorithm for scheduling the sending of dead-reckoning vectors at sender
strives to make the error equal at different receivers over time.
SUMMARY
[0007] The methods and devices of the disclosure each have several innovative aspects, no
single one of which is solely responsible for the desirable attributes.
[0008] The invention is defined in the independent claims. Preferred embodiments are set
out in the dependent claims.
[0009] Aspects of the present disclosure provide means for, apparatus, processors, and computer-readable
mediums for performing the methods described herein.
[0010] To the accomplishment of the foregoing and related ends, the one or more aspects
comprise the features hereinafter fully described and particularly pointed out in
the claims. The following description and the appended drawings set forth in detail
some illustrative features of the one or more aspects. These features are indicative,
however, of but a few of the various ways in which the invention may be employed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Details of one or more implementations of the subject matter described in this disclosure
are set forth in the accompanying drawings and the description below. However, the
accompanying drawings illustrate only some typical aspects of this disclosure and
are therefore not to be considered limiting of its scope. Other features, aspects,
and advantages will become apparent from the description, the drawings and the claims.
FIG. 1 shows an example wireless communication network in which some aspects of the present
disclosure may be performed.
FIG. 2 shows a block diagram illustrating an example base station (BS) and an example
user equipment (UE) in accordance with some aspects of the present disclosure.
FIG. 3A illustrates an example of a frame format for a telecommunication system.
FIG. 3B illustrates how different synchronization signal blocks (SSBs) may be sent using
different beams.
FIG. 4 illustrates example operations that may be performed by a network entity to enforce
network latency fairness in a multi-user gaming platform, according to certain aspects
described herein.
FIG. 5 illustrates example operations that may be performed by a user equipment (UE) to
enforce network latency fairness in a multi-user gaming platform, according to certain
aspects described herein.
FIG. 6 illustrates an example of enforcing network latency fairness in an environment in
which clients and network entities are externally synchronized, according to certain
aspects described herein.
FIG. 7A and FIG. 7B illustrate examples of enforcing network latency fairness in an environment in which
clients and network entities are unsynchronized, according to certain aspects described
herein.
FIG. 8 illustrates an example of enforcing network latency fairness using edge servers synchronized
with a central server, according to certain aspects described herein.
FIG. 9 illustrates an example of enforcing network latency fairness using a radio access
network (RAN) scheduler to compensate for RAN delays, according to certain aspects
described herein.
FIG. 10 illustrates an example of enforcing network latency fairness based on uplink and
downlink handicaps between a user equipment (UE) and a network entity, according to
certain aspects described herein.
FIG. 11 illustrates an example time sensitive network architecture in which aspects of the
present disclosure may be implemented.
FIG. 12 illustrates a communications device that may include various components configured
to perform operations for the techniques disclosed herein in accordance with aspects
of the present disclosure.
FIG. 13 illustrates a communications device that may include various components configured
to perform operations for the techniques disclosed herein in accordance with aspects
of the present disclosure.
[0012] To facilitate understanding, identical reference numerals have been used, where possible,
to designate identical elements that are common to the figures. It is contemplated
that elements disclosed in one aspect may be beneficially utilized on other aspects
without specific recitation.
DETAILED DESCRIPTION
[0013] Aspects of the present disclosure relate to wireless communications, and more particularly,
to techniques that allow for enforcement of network latency fairness in transmission,
reception, and playback of content in multi-user gaming platforms. As will be described
in greater detail below, network latency fairness may result in the transmission,
reception, and playback of uplink and/or downlink data packets in such a manner that
playback may be achieved at similar times for each of a plurality of devices (e.g.,
UEs) participating in a multi-user environment (e.g., a multi-user gaming environment)
across one or more wide area networks (WANs).
[0014] The following description provides examples and is not limiting of the scope, applicability,
or examples set forth in the claims. Changes may be made in the function and arrangement
of elements discussed without departing from the scope of the invention, which is
defined by the appended claims.
[0015] In general, any number of wireless networks may be deployed in a given geographic
area. Each wireless network may support a particular radio access technology (RAT)
and may operate on one or more frequencies. A RAT may also be referred to as a radio
technology, an air interface, etc. A frequency may also be referred to as a carrier,
a subcarrier, a frequency channel, a tone, a subband, etc. Each frequency may support
a single RAT in a given geographic area in order to avoid interference between wireless
networks of different RATs. In some cases, a 5G NR RAT network may be deployed.
[0016] FIG. 1 illustrates an example wireless communication network 100 in which aspects of the
present disclosure may be performed. For example, as shown in
FIG. 1, UE 120a may include fairness module 122 that may be configured to perform (or cause
UE 120a to perform) operations 500 of
FIG. 5. Similarly, a BS 120a may include fairness module 112 that may be configured to perform
(or cause BS 110a to perform) operations 400 of
FIG. 4.
[0017] NR access (for example, 5G NR) may support various wireless communication services,
such as enhanced mobile broadband (eMBB) targeting wide bandwidth (for example, 80
MHz or beyond), millimeter wave (mmWave) targeting high carrier frequency (for example,
25 GHz or beyond), massive machine type communications MTC (mMTC) targeting non-backward
compatible MTC techniques, or mission critical services targeting ultra-reliable low-latency
communications (URLLC). These services may include latency and reliability requirements.
These services may also have different transmission time intervals (TTI) to meet respective
quality of service (QoS) requirements. In addition, these services may co-exist in
the same time-domain resource (for example, a slot or subframe) or frequency-domain
resource (for example, component carrier).
[0018] As illustrated in
FIG. 1, the wireless communication network 100 may include a number of base stations (BSs)
110a-z (each also individually referred to herein as BS 110 or collectively as BSs
110) and other network entities. A BS 110 may provide communication coverage for a
particular geographic area, sometimes referred to as a "cell", which may be stationary
or may move according to the location of a mobile BS 110. In some examples, the BSs
110 may be interconnected to one another or to one or more other BSs or network nodes
(not shown) in wireless communication network 100 through various types of backhaul
interfaces (for example, a direct physical connection, a wireless connection, a virtual
network, or the like) using any suitable transport network. In the example shown in
FIG. 1, the BSs 110a, 110b and 110c may be macro BSs for the macro cells 102a, 102b and 102c,
respectively. The BS 110x may be a pico BS for a pico cell 102x. The BSs 110y and
110z may be femto BSs for the femto cells 102y and 102z, respectively. A BS may support
one or multiple cells. The BSs 110 communicate with user equipment (UEs) 120a-y (each
also individually referred to herein as UE 120 or collectively as UEs 120) in the
wireless communication network 100. The UEs 120 (for example, 120x, 120y, etc.) may
be dispersed throughout the wireless communication network 100, and each UE 120 may
be stationary or mobile.
[0019] The term "cell" may refer to a logical communication entity used for communication
with a base station 110 (e.g., over a carrier) and may be associated with an identifier
for distinguishing neighboring cells (e.g., a physical cell identifier (PCID), a virtual
cell identifier (VCID), or others). In some examples, a cell may also refer to a geographic
coverage area or a portion of a geographic coverage area (e.g., a sector) over which
the logical communication entity operates. Such cells may range from smaller areas
(e.g., a structure, a subset of structure) to larger areas depending on various factors
such as the capabilities of the base station 110. For example, a cell may be or include
a building, a subset of a building, or exterior spaces between or overlapping with
geographic coverage areas, among other examples.
[0020] Wireless communication network 100 may also include relay stations (for example,
relay station 110r), also referred to as relays or the like, that receive a transmission
of data or other information from an upstream station (for example, a BS 110a or a
UE 120r) and sends a transmission of the data or other information to a downstream
station (for example, a UE 120 or a BS 110), or that relays transmissions between
UEs 120, to facilitate communication between devices.
[0021] A network controller 130 may couple to a set of BSs 110 and provide coordination
and control for these BSs 110. The network controller 130 may communicate with the
BSs 110 via a backhaul. The BSs 110 may also communicate with one another (for example,
directly or indirectly) via wireless or wireline backhaul.
[0022] FIG. 2 shows a block diagram illustrating an example base station (BS) and an example user
equipment (UE) in accordance with some aspects of the present disclosure.
[0023] At the BS 110, a transmit processor 220 may receive data from a data source 212 and
control information from a controller/processor 240. The control information may be
for the physical broadcast channel (PBCH), physical control format indicator channel
(PCFICH), physical hybrid ARQ indicator channel (PHICH), physical downlink control
channel (PDCCH), group common PDCCH (GC PDCCH), etc. The data may be for the physical
downlink shared channel (PDSCH), etc. The processor 220 may process (for example,
encode and symbol map) the data and control information to obtain data symbols and
control symbols, respectively. The transmit processor 220 may also generate reference
symbols, such as for the primary synchronization signal (PSS), secondary synchronization
signal (SSS), and cell-specific reference signal (CRS). A transmit (TX) multiple-input
multiple-output (MIMO) processor 230 may perform spatial processing (for example,
precoding) on the data symbols, the control symbols, or the reference symbols, if
applicable, and may provide output symbol streams to the modulators (MODs) 232a-232t.
Each modulator 232 may process a respective output symbol stream (for example, for
OFDM, etc.) to obtain an output sample stream. Each modulator may further process
(for example, convert to analog, amplify, filter, and upconvert) the output sample
stream to obtain a downlink signal. Downlink signals from modulators 232a-232t may
be transmitted via the antennas 234a-234t, respectively.
[0024] At the UE 120, the antennas 252a-252r may receive the downlink signals from the BS
110 and may provide received signals to the demodulators (DEMODs) in transceivers
254a-254r, respectively. Each demodulator 254 may condition (for example, filter,
amplify, downconvert, and digitize) a respective received signal to obtain input samples.
Each demodulator may further process the input samples (for example, for OFDM, etc.)
to obtain received symbols. A MIMO detector 256 may obtain received symbols from all
the demodulators 254a-254r, perform MIMO detection on the received symbols if applicable,
and provide detected symbols. A receive processor 258 may process (for example, demodulate,
deinterleave, and decode) the detected symbols, provide decoded data for the UE 120
to a data sink 260, and provide decoded control information to a controller/processor
280.
[0025] On the uplink, at UE 120, a transmit processor 264 may receive and process data (for
example, for the physical uplink shared channel (PUSCH)) from a data source 262 and
control information (for example, for the physical uplink control channel (PUCCH)
from the controller/processor 280. The transmit processor 264 may also generate reference
symbols for a reference signal (for example, for the sounding reference signal (SRS)).
The symbols from the transmit processor 264 may be precoded by a TX MIMO processor
266 if applicable, further processed by the demodulators in transceivers 254a-254r
(for example, for SC-FDM, etc.), and transmitted to the BS 110. At the BS 110, the
uplink signals from the UE 120 may be received by the antennas 234, processed by the
modulators 232, detected by a MIMO detector 236 if applicable, and further processed
by a receive processor 238 to obtain decoded data and control information sent by
the UE 120. The receive processor 238 may provide the decoded data to a data sink
239 and the decoded control information to the controller/processor 240.
[0026] The memories 242 and 282 may store data and program codes for BS 110 and UE 120,
respectively. A scheduler 244 may schedule UEs for data transmission on the downlink
or uplink.
[0027] The controller/processor 280 or other processors and modules at the UE 120 may perform
or direct the execution of processes for the techniques described herein. As shown
in
FIG. 2, the controller/processor 280 of the UE 120 has fairness module 122 that may be configured
to perform (or cause UE 120 to perform) operations 500 of
FIG. 5. Similarly, the BS 120a may include fairness module 112 that may be configured to
perform (or cause BS 110a to perform) operations 400 of
FIG. 4.
[0028] FIG. 3A is a diagram showing an example of a frame format 300 for NR. The transmission
timeline for each of the downlink and uplink may be partitioned into units of radio
frames. Each radio frame may have a predetermined duration (e.g., 10 ms) and may be
partitioned into 10 subframes, each of 1 ms, with indices of 0 through 9. Each subframe
may include a variable number of slots depending on the subcarrier spacing. Each slot
may include a variable number of symbol periods (e.g., 7 or 14 symbols) depending
on the subcarrier spacing. The symbol periods in each slot may be assigned indices.
A mini-slot, which may be referred to as a sub-slot structure, refers to a transmit
time interval having a duration less than a slot (e.g., 2, 3, or 4 symbols).
[0029] Each symbol in a slot may indicate a link direction (e.g., DL, UL, or flexible) for
data transmission and the link direction for each subframe may be dynamically switched.
The link directions may be based on the slot format. Each slot may include DL/UL data
as well as DL/UL control information.
[0030] In NR, a synchronization signal (SS) block is transmitted. The SS block includes
a PSS, a SSS, and a two symbol PBCH. The SS block can be transmitted in a fixed slot
location, such as the symbols 0-3 as shown in FIG. 3A. The PSS and SSS may be used
by UEs for cell search and acquisition. The PSS may provide half-frame timing, the
SS may provide the CP length and frame timing. The PSS and SSS may provide the cell
identity. The PBCH carries some basic system information, such as downlink system
bandwidth, timing information within radio frame, SS burst set periodicity, system
frame number, etc. The SS blocks may be organized into SS bursts to support beam sweeping.
Further system information such as, remaining minimum system information (RMSI), system
information blocks (SIBs), other system information (OSI) can be transmitted on a
physical downlink shared channel (PDSCH) in certain subframes. The SS block can be
transmitted up to sixty-four times, for example, with up to sixty-four different beam
directions for mmW. The up to sixty-four transmissions of the SS block are referred
to as the SS burst set. SS blocks in an SS burst set are transmitted in the same frequency
region, while SS blocks in different SS bursts sets can be transmitted at different
frequency locations.
[0031] As shown in
FIG. 3B, the SS blocks may be organized into SS burst sets to support beam sweeping. As shown,
each SSB within a burst set may be transmitted using a different beam, which may help
a UE quickly acquire both transmit (Tx) and receive (Rx) beams (particular for mmW
applications). A physical cell identity (PCI) may still decoded from the PSS and SSS
of the SSB.
[0032] A control resource set (CORESET) for systems, such as an NR and LTE systems, may
comprise one or more control resource (e.g., time and frequency resources) sets, configured
for conveying PDCCH, within the system bandwidth. Within each CORESET, one or more
search spaces (e.g., common search space (CSS), UE-specific search space (USS), etc.)
may be defined for a given UE. According to aspects of the present disclosure, a CORESET
is a set of time and frequency domain resources, defined in units of resource element
groups (REGs). Each REG may comprise a fixed number (e.g., twelve) tones in one symbol
period (e.g., a symbol period of a slot), where one tone in one symbol period is referred
to as a resource element (RE). A fixed number of REGs may be included in a control
channel element (CCE). Sets of CCEs may be used to transmit new radio PDCCHs (NR-PDCCHs),
with different numbers of CCEs in the sets used to transmit NR-PDCCHs using differing
aggregation levels. Multiple sets of CCEs may be defined as search spaces for UEs,
and thus a NodeB or other base station may transmit an NR-PDCCH to a UE by transmitting
the NR-PDCCH in a set of CCEs that is defined as a decoding candidate within a search
space for the UE, and the UE may receive the NR-PDCCH by searching in search spaces
for the UE and decoding the NR-PDCCH transmitted by the NodeB.
Example Methods for Enforcing Network Latency Fairness in a Multi-User Gaming Platform
[0033] Aspects of the present disclosure relate to wireless communications, and more particularly,
to mobility techniques that allow for enforcement of network latency fairness in transmission,
reception, and playback of content in multi-user gaming platforms. As will be described
in greater detail below, network latency fairness may result in the transmission,
reception, and playback of uplink and/or downlink data packets in such a manner that
playback may be achieved at similar times for each of a plurality of devices (e.g.,
UEs) participating in a multi-user environment (e.g., a multi-user gaming environment)
across one or more wide area networks (WANs).
[0034] Gaming systems may support competitive gameplay by multiple users on any number of
devices. In many environments, competitive gameplay may occur in a single location
in which the same hardware and software platform is provided to each participant and
in which each user device is connected in a local area network (LAN) that may be overprovisioned
to provide fairness of quality of service. That is, each user device in the LAN may
receive data (e.g., information about where other users are in a multi-player game,
state information for the other users (e.g., lives remaining, health remaining, etc.),
and the like) at substantially similar times so that no user is advantaged or disadvantaged
by having or not having data about other users in the multi-player gaming environment.
[0035] To allow for a wider field of players, remote participation, and reductions in the
cost of producing tournaments, competitive multi-player gaming may be implemented
using devices connected to one or more central servers via a WAN. However, in WANs,
various types of user devices may be used to participate in the multi-player game,
and these devices may have dissimilar network connections or operating conditions
that may result in unfairness. Further, while some services allow for the broadcast
of gaming or other multimedia events in real time, these services may not include
features that enforce fairness or legitimacy of competitions (e.g., multi-player game
competitions) in which users participate via a WAN.
[0036] Fairness may be defined in terms of quality of service (QoS). Various QoS parameters
can be tuned to provide for fairness among devices participating in a multi-user gaming
system. One QoS parameter may be a packet loss rate. Systems may generally achieve
a loss rate low enough to maintain fairness across users (e.g., such that no single
user in the multi-user gaming system do not receive a significantly smaller amount
of game data than other users in the multi-user gaming system). Another QoS parameter
may be a data rate. Generally, a data rate may need to be high enough to communicate
critical or a minimum set of information (e.g., game state) in a timely manner. In
some aspects, if video or other multimedia content is rendered by a central server
rather than on user devices participating in the gaming system, guaranteed flow bit
rate (GFBR) settings can be used to guarantee a minimum bit rate for each user in
the multi-user gaming system. In some aspects, data rate QoS may also support marginal
rate adaptation above a minimum rate. Still another QoS parameter may be latency,
in which time-critical information is delivered to and from geographically distributed
users in a fair manner.
[0037] FIG. 4 illustrates example operations 400 that may be performed by a network entity to
enforce network latency fairness in a multi-user gaming platform, according to certain
aspects described herein. As discussed in further detail below, operations 400 may
be performed, for example, by a central game server, a base station (e.g., a gNodeB),
or a user plane function (UPF) in a core network entity.
[0038] As illustrated, operations 400 may begin at block 402, where the network entity identifies
multiple user equipments (UEs) participating in a multi-user gaming platform across
one or more wide area networks (WANs).
[0039] At block 404, the network entity takes one or more actions to support latency fairness
in delivery of information across the multiple users via the one or more WANs. As
discussed in further detail below, the one or more actions to support latency fairness
in delivery of information across the multiple users may include the application of
various timing adjustments to ensure that packets are processed according to the transmission
timestamps associated with these packets. Thus, UEs participating in the multi-user
gaming platform having a more robust connection (e.g., a connection having lower latency
between transmission and delivery of packets to a game server, a connection requiring
fewer retransmission attempts due to failed delivery of packets, etc.) may not be
unfairly advantaged over UEs with less robust connections in the multi-user gaming
platform. Meanwhile, users of UEs in the multi-user gaming platform having less robust
connections may not be disadvantaged due to delays in receiving and processing data
in packets transmitted by these UEs to a game server or other network entity (e.g.,
by reducing the likelihood that the packets provided by these UEs are processed after
packets with similar timestamps transmitted to a game server or other network entity
are received from UEs with more robust connections). More generally, the techniques
discussed herein may improve the likelihood that packets are processed fairly so that
actions are not taken within the multi-user gaming platform based on outdated or otherwise
temporally inaccurate data.
[0040] FIG. 5 illustrates example operations 500 that may be performed by a user equipment (UE)
to enforce network latency fairness in a multi-user gaming platform, according to
certain aspects described herein.
[0041] As illustrated, operations 500 may begin at block 502, where the UE determines parameters
of communications with a network entity. As discussed in further detail herein, the
parameters of communications with the network entity may include various timing metrics
or other data indicative of or otherwise associated with network latency, timing delay,
or other metrics that can be used to adjust when data packets are processed in a multi-user
gaming environment or other time-sensitive environment in which some degree of network
fairness is to be implemented.
[0042] At block 504, the UE takes one or more actions to support latency fairness with other
UEs in delivery of information based on the determined parameters. These actions,
as discussed in further detail below, may include various adjustments to compensate
for end-to-end transmission and/or processing delays between different UEs. These
adjustments generally may be set such that packets associated with a given timestamp
from multiple UEs are processed at the same time (or substantially the same time)
regardless of the latency of a network through which any given UE from the multiple
UEs is connected to a network entity (e.g., game server) in the multi-user gaming
environment.
[0043] In some aspects, control of traffic between a game server and user devices (e.g.,
clients) interacting with the game server may be performed without network assistance
or with limited network assistance.
[0044] FIG. 6 illustrates an example of enforcing network latency fairness in an environment in
which clients (e.g., UEs) and network entities are externally synchronized, in accordance
with certain aspects of the present disclosure. The clients and network entities may
be synchronized, for example, based on an external clock, such as a clock associated
with a cellular telecommunications system (e.g., a clock maintained by a core network
entity or a base station) or a clock associated with a satellite positioning system
(e.g., NAVSTAR GPS, GLONASS, GALILEO, etc.).
[0045] To enforce network latency fairness for downlink communications, a client device
can periodically measure end-to-end downlink latency. End-to-end downlink latency
may be, for example, the difference between a timestamp included in a downlink packet
identifying when the downlink packet was transmitted by the game server and a time
at which the downlink packet was received by the client device (UE). The measured
end-to-end downlink latency may be reported back to the game server, and the game
server can adjust a downlink media playout timestamp based on the maximum end-to-end
downlink latency reported by the clients connected with the game server. Subsequently,
the game server can transmit downlink packets to the client devices connected with
the game server with a timestamp indicating when the content included in the downlink
packets is to be played out on each of the client devices. Generally, the timestamp
may be set such that client devices that receive the downlink packet before the identified
play out time delays rendering the content included in the downlink packets until
the play out time.
[0046] To enforce network latency fairness for uplink communications, each client device
may timestamp uplink packets with a timestamp identifying a time at which the uplink
packets were transmitted to the game server. The game server can estimate a maximum
uplink delay across all client devices based the timestamp included in uplink packets
and a time at which the game server receives the uplink packets. Based on the maximum
uplink delay, the game server can wait to process uplink packets before processing
the data in the uplink packets, and the uplink packets may be ordered based on the
transmission timestamps included in each uplink packet.
[0047] As illustrated in
FIG. 6, client device 1 602 may be located a greater distance away from the game server 606
than client device 2 604, and thus, may have a larger latency for downlink and uplink
packets. Client device 1 602 may receive downlink packets from the game server 606
later than client device 2 604, and the game server 606 may receive uplink packets
transmitted from client device 1 602 later than uplink packets transmitted from client
device 2 604 at the same time.
[0048] Based on the playout times, client device 1 602 may play out a downlink packet on
receipt, and client device 2 604 may delay playing out the downlink packet according
to a delay 608, which may be based on a time difference between arrival of a packet
at client device 1 602 and the packet at client device 2 604 (and communicated to
client device 2 604 from game server 606 or some other network entity). By delaying
play out of the downlink packet at client device 2 604, a user of client device 2
604 may not be unfairly advantaged over a user of client device 1 602 by, for example,
being able to view and react to data in the multi-user gaming environment before the
user of client device 1 602 can view and react to the same data. Similarly, the game
server 606 can delay processing an uplink packet from client device 2 604 based on
a measured uplink latency 610, and the game server 606 can process an uplink packet
from client device 1 602 upon receipt. As with delaying processing of received packets
at a client device, delaying processing of uplink packets from a client device at
game server 606 may prevent a user of client device 2 604 from being unfairly advantaged
over a user of client device 1 602 by, for example, triggering various events in the
multi-user gaming environment before similar events can be triggered by receipt and
processing of packets from client device 1 602.
[0049] Generally, low latency may be orthogonal to fairness. Existing network procedures
may set a packet delay budget (PDB) that is needed to support game play. However,
for client-server time synchronization, internet protocol (IP) layer protocols may
not be able to guarantee accuracy, as uplink and downlink delays may be asymmetrical
and may vary over time. Further, various techniques for clock synchronization may
exist. UEs may be able to use information in system information blocks (SIBs) to synchronize
with a base station; however, new features may be needed to synchronize a game server
with the base station, as the game server may not be connected to the base station
via a radio interface. Using external sources, such as a clock associated with a satellite
positioning system, may allow for high accuracy; however, support may not be consistent
as devices located indoors or in poor coverage may not be able to lock onto a satellite
positioning system signal and thus may not be able to synchronize a device clock with
a satellite positioning system clock.
[0050] FIGs. 7A and
7B illustrate examples of enforcing network latency fairness in environments in which
clients and network entities are unsynchronized, according to aspects described herein.
In the examples illustrated in
FIGs. 7A and
7B, the game server 706 and/or client devices 702 and 704 may periodically measure round-trip
time (RTT) for communications between each other. An end-to-end delay may be estimated
based on an assumption that uplink and downlink delays are symmetric (e.g., that both
uplink and downlink delays are ½ * RTT). Such an assumption may be warranted, for
example, based on assumptions that transmissions on an uplink channel will experience
similar radio characteristics to transmissions on a downlink channel, as one channel
may be considered the converse of the other channel and transmissions may be performed
according to similar radio propagation and interference characteristics.
[0051] FIG. 7A illustrates an example in which a game server 706 enforces network latency fairness
in an environment in which clients devices 702 and 704 and network entities are unsynchronized.
In this example, the game server 706 may impose a handicap on client devices that
have an estimated end-to-end delay that is less than a maximum end-to-end delay. The
handicap may be implemented as a transmission delay 710 for communications from game
server 706 to a client device (e.g., client device 704 illustrated in
FIG. 7A) and as a processing delay for communications from a client device to the game server
706. Transmission of downlink packets may be delayed until a time such that recipients
of such downlink packets may receive and process these packets at substantially the
same time. Processing of uplink packets may be delayed at the game server until such
a time that uplink packets transmitted by different client devices at the same transmission
time are processed at the game server at the same time.
[0052] FIG. 7B illustrates an example in which a client device (e.g., client devices 702 and 704
illustrated in
FIG. 7B) enforces network latency fairness in an environment in which client devices and
network entities (e.g., a game server 706) are unsynchronized. In this example, a
handicap may be communicated from the game server 706 to each client device 702, 704
served by the game server 706. The client devices 702, 704 may delay processing of
received downlink packets and may delay transmission of uplink packets to the game
server based on the handicap 720 communicated to the client devices 702, 704 by the
game server 706. In this example, the handicap 720 may be symmetric and applicable
to both uplink and downlink transmissions from a client device.
[0053] In some cases, end-to-end delay estimates may be inaccurate. For example, errors
caused by uplink/downlink asymmetry and variances in delay caused by the radio conditions,
a scheduler, and/or network congestion may result in an inaccurate measurement of
end-to-end delay. In one example, an asymmetrical uplink/downlink delay where the
downlink delay is less than the uplink delay may result in a user seeing a situation
sooner but being delayed in performing actions within the gaming environment. Thus,
to compensate for these inaccuracies, various techniques may be used to assist a game
server in enforcing latency fairness in a multi-user gaming environment.
[0054] In some aspects, the network may assist in enforcing latency fairness in a multi-user
gaming environment. A game server may be connected with a WAN via an IP network connection
to a user plane function (UPF) or other core radio access network (RAN) entity. Latency
between the game server and a client device (UE) may be a combination of IP network
delays between the game server and UPF, N3 delays between the UPF and a base station,
and RAN delays between the base station and the client device.
[0055] In some aspects, a similar delay may be applied to communications between the central
game server and the one or more UPFs. Such a case may exist, for example, when a central
game server is located near UPFs in a network or at a location in which delays between
the central game server and each UPF is substantially similar.
[0056] FIG. 8 illustrates an example in which network latency fairness is enforced using edge servers
or UPFs synchronized with a central server, according to certain aspects described
herein. In this example, different amounts of delay may exist between the central
game server 804, UPF1 802a, UPF2 802b, and UPF3 802c. For example, UPF2 802b, which
may be located at a largest distance from the central game server 804, may have the
largest delay d2. Meanwhile, UPF3 802c, located at a shortest distance from the central
game server 804, may have the shortest delay d3. The edge servers (which may be collocated
with respective UPFs) or UPFs 802 may be synchronized with the central game server
804 via one or more timing protocols (e.g., network time protocol, synchronization
with a satellite positioning system clock, etc.). The techniques discussed above with
respect to
FIGs. 6, 7A, and/or
7B may be used to measure delay between an edge server or UPF 802 and the central game
server 804 to compensate for IP network delays between the game server and a radio
access network.
[0057] In some aspects, a radio access network (RAN) packet delay budget may be used to
compensate for server-to-UPF delays. A game server may set a packet delay budget for
each UPF to account for IP network delays. For example, the central server may measure
delays to each UPF based on a round trip time (e.g., ½ * RTT) to each UPF or based
on clock synchronization with the UPFs to make measurements. The game server may then
compensate for delay variations between the UPFs by setting PDB limits for each UE
under a UPF such that UPFs with a shortest delay have a largest delay budget and UPFs
with longer delays have smaller delay budgets.
[0058] In some aspects, a RAN may be used to manage delays and enforce latency among UEs
or other client devices participating in a multi-user gaming environment.
[0059] FIG. 9 illustrates an example in which a RAN scheduler may be used to enforce network latency
fairness, according to certain aspects described herein. In this example, grant times
t1 for UE1 702a, t2 for UE2 902b, and t3 for UE3 902c may be configured such that
downlink packets arrive at the UEs 902 at the same time and uplink packets are ready
for transmission from the UEs 902 at the same time. A RAN scheduler at gNodeB 904
may, for example, set a RAN packet delay budget (PDB) to reduce variance among UEs
connected with the base station. The PDB may be, for example, set based on a maximum
packet delay with a set confidence level, which may reduce variance in when packets
are received or transmitted by the UEs at some expense in respect of network capacity.
The RAN scheduler at gNodeB 904 may deliver traffic based on a specified packet delay
target, and no sooner than the packet delay target. A QoS identifier (5QI) may be
defined with a scheduler algorithm that may impact capacity. In some aspects, the
QoS requirements defined by a RAN scheduler may impact an ability to meet the packet
delay target with retransmissions. Enforcing network latency fairness may also increase
in complexity as the number of users or a data rate increases, as increases in the
number of users or a data rate in a network may reduce a packet delay budget or an
ability to enforce network latency fairness while balancing performance considerations
at various client devices in a multi-user gaming platform.
[0060] FIG. 10 illustrates an example of enforcing network latency fairness in which a user plane
function (UPF) 1004 may be used to improve fairness across UEs 1002 in a multi-user
gaming environment. The UPF 1004 may use, for example, QoS assist procedures (e.g.,
QoS procedures defined for ultra-reliable low latency communications (URLLC) systems)
to measure an average uplink and downlink delay between the UPF 1004 and each UE 1002.
The UPF 1004 may handicap or otherwise delay forwarding downlink packets to UEs 1002
with shorter average downlink delays such that downlink packets are received by UE1
1002a, UE2 1002b, and UE3 1002c at the same time or substantially the same time. Similarly,
the UPF 1004 may handicap or otherwise delay forwarding of uplink packets from UEs
1002 with shorter uplink delays to a game server 1006 such that uplink packets transmitted
by the UEs 1002 at the same time are delivered to the game server at the same time
or substantially the same time. In this example, fairness may be limited by how closely
the average uplink/downlink delay estimates match actual packet transport delays.
[0061] In some aspects, the UPF 1004 illustrated in
FIG. 10 may not compensate for variations in uplink and downlink latencies. In such a case,
the game server 1006 may compensate for uplink and downlink delays based on UPF reports.
The UPF 1004 may, for example, use QoS assist procedures to measure average uplink
and downlink delays and transmit a report to the game server 1006 with uplink and
downlink delay measurements for each UE 1002. in some aspects, where there is more
than one UPF with variance in server-to-UPF delays, the server 1006 and UPF 1004 may
measure these delays based, for example, on a measured round trip time or clock synchronization
between the UPF 1004 and game server 1006 via a precision time protocol (PTP). Delays
may be measured, and the game server 1006 may compensate for server-to-UPF and uplink/downlink
delays in forwarding downlink packets or processing uplink packets.
[0062] FIG. 11 illustrates an example network architecture in which timestamping can be used to
enforce network latency fairness. As illustrated, a game server 1102 may communicate
with a corresponding application 1112 executing on a UE 1110 by transmitting downlink
packets through a time sensitive network (TSN) working domain 1104 to a UPF 1106.
The UPF 1106 generally forwards packets to a base station 1108, and the base station
1108 then forwards those packets to UE 1110 for delivery to the application 1112.
Uplink communications may be transmitted from the application 1112 executing on the
UE 1110 to a base station 1108, which may forward the packet to a UPF 1106. The UPF
1106 may then then forward the packet to a game server 1102 via the TSN working domain
1104. RAN clock information, which may be sourced from clocks at the UPF 1106 and
UE 1110 synchronized via various precision time protocols (e.g., gPTP), may be used
to compensate for delays within the RAN. Clock synchronization may be enabled between
the TSN working domain 1104 and a UE 1110 and application 1112 executing thereon.
Clock synchronization may also be used in the techniques described above.
[0063] For media packets, RAN timestamps may not be enabled to compensate for RAN delays.
For example, the RAN timestamps may not be used to delay playout of downlink media
packets or to delay processing of uplink media packets. Gate schedules need not be
designed for media packets to guarantee a delivery time.
[0064] For UEs and UPFs synchronized to a common clock (e.g., a RAN clock), uplink and downlink
packets may be timestamped. The UPF may timestamp downlink media packets with playout
times based on an expected playout time and a maximum downlink delay identified across
the UEs participating in the multi-user gaming environment. Using the common clock,
the UE may delay delivery of a downlink packet to the application executing on the
UE for just-in-time delivery and playout in the application based on the timestamp
in the downlink media packets. For uplink packets, the UE may timestamp packets based
on the common clock with a transmission time from the UE. The UPF may use a maximum
uplink delay across the UEs participating in the multi-user gaming environment to
determine when to forward packets to the game server, and uplink packets may be ordered
based on the timestamps included in these packets.
[0065] Various techniques may be used to determine a maximum uplink or downlink delay to
all UEs participating in the multi-user gaming environment. For example, a UPF can
use a guaranteed bit rate and determine a maximum packet delay budget (PDB) for all
UEs admitted to the multi-user gaming environment. In some aspects, a policy may be
defined to admit UEs with a same PDB value. In another example, QoS Assisted URLLC
delay measurement procedures may be used to measure average uplink/downlink delays
for each UE, as discussed above. In some aspects, a margin may be added to the maximum
average uplink/downlink delay to compensate for variances above the average delay.
In still another example, synchronized clocks at the UE and UPF may be used to directly
measure a maximum delay. The uplink delay may be measured directly by the UPF for
each uplink packet as the difference between the packet arrival time at the UPF and
a packet timestamp included in the uplink packet. The downlink delay may be measured
by transmitting packets with a non-playout-time timestamp (e.g., a transmission time
from the UPF), and the UE may measure a downlink delay based on a difference between
the time at which the UE received the downlink packet and the non-playout-time timestamp.
The measured downlink delay may be reported back to the UPF.
[0066] FIG. 12 illustrates a communications device 1200 that may include various components (e.g.,
corresponding to means-plus-function components) configured to perform operations
for the techniques disclosed herein, such as the operations illustrated in
FIG. 4. The communications device 1200 includes a processing system 1202 coupled to a transceiver
1208. The transceiver 1208 is configured to transmit and receive signals for the communications
device 1200 via an antenna 1210, such as the various signals as described herein.
The processing system 1202 may be configured to perform processing functions for the
communications device 1200, including processing signals received and/or to be transmitted
by the communications device 1200.
[0067] The processing system 1202 includes a processor 1204 coupled to a computer-readable
medium/memory 1212 via a bus 1206. In certain aspects, the computer-readable medium/memory
1212 is configured to store instructions (e.g., computer-executable code) that when
executed by the processor 1204, cause the processor 1204 to perform the operations
illustrated in
FIG. 4, or other operations for enforcing network latency fairness in multi-user gaming platforms.
In certain aspects, computer-readable medium/memory 1212 stores code 1220 for identifying
multiple user equipments (UEs) participating in a multi-user gaming platform across
one or more wide area networks (WANs); and code 1222 for taking one or more actions
to support latency fairness in delivery of information across the multiple users via
the one or more WANs. In certain aspects, the processor 1204 has circuitry configured
to implement the code stored in the computer-readable medium/memory 1212. The processor
1204 includes circuitry 1230 for identifying multiple user equipments (UEs) participating
in a multi-user gaming platform across one or more wide area networks (WANs); and
circuitry 1232 for taking one or more actions to support latency fairness in delivery
of information across the multiple users via the one or more WANs.
[0068] FIG. 13 illustrates a communications device 1300 that may include various components (e.g.,
corresponding to means-plus-function components) configured to perform operations
for the techniques disclosed herein, such as the operations illustrated in
FIG. 5. The communications device 1300 includes a processing system 1302 coupled to a transceiver
1308. The transceiver 1308 is configured to transmit and receive signals for the communications
device 1300 via an antenna 1310, such as the various signals as described herein.
The processing system 1302 may be configured to perform processing functions for the
communications device 1300, including processing signals received and/or to be transmitted
by the communications device 1300.
[0069] The processing system 1302 includes a processor 1304 coupled to a computer-readable
medium/memory 1312 via a bus 1306. In certain aspects, the computer-readable medium/memory
1312 is configured to store instructions (e.g., computer-executable code) that when
executed by the processor 1304, cause the processor 1304 to perform the operations
illustrated in
FIG. 5, or other operations for enforcing network latency fairness in multi-user gaming platforms.
In certain aspects, computer-readable medium/memory 1312 stores code 1320 for determining
parameters of communications with a network entity; and code 1322 for taking one or
more actions to support latency fairness with other UEs in delivery of information
based on the determined parameters. In certain aspects, the processor 1304 has circuitry
configured to implement the code stored in the computer-readable medium/memory 1312.
The processor 1304 includes circuitry 1330 for determining parameters of communications
with a network entity; and circuitry 1332 for taking one or more actions to support
latency fairness with other UEs in delivery of information based on the determined
parameters.
Additional Considerations
[0070] The techniques described herein may be used for various wireless communication technologies,
such as NR (for example, 5G NR), 3GPP Long Term Evolution (LTE), LTE-Advanced (LTE-A),
code division multiple access (CDMA), time division multiple access (TDMA), frequency
division multiple access (FDMA), orthogonal frequency division multiple access (OFDMA),
single-carrier frequency division multiple access (SC-FDMA), time division synchronous
code division multiple access (TD-SCDMA), and other networks. The terms "network"
and "system" are often used interchangeably. A CDMA network may implement a radio
technology such as Universal Terrestrial Radio Access (UTRA), cdma2000, etc. UTRA
includes Wideband CDMA (WCDMA) and other variants of CDMA. cdma2000 covers IS-2000,
IS-95 and IS-856 standards. A TDMA network may implement a radio technology such as
Global System for Mobile Communications (GSM). An OFDMA network may implement a radio
technology such as NR (e.g. 5G RA), Evolved UTRA (E-UTRA), Ultra Mobile Broadband
(UMB), IEEE 802.11 (Wi-Fi), IEEE 802.16 (WiMAX), IEEE 802.20, Flash-OFDMA, etc. UTRA
and E-UTRA are part of Universal Mobile Telecommunication System (UMTS). LTE and LTE-A
are releases of UMTS that use E-UTRA. UTRA, E-UTRA, UMTS, LTE, LTE-A and GSM are described
in documents from an organization named "3rd Generation Partnership Project" (3GPP).
cdma2000 and UMB are described in documents from an organization named "3rd Generation
Partnership Project 2" (3GPP2). NR is an emerging wireless communications technology
under development.
[0071] The techniques described herein may be used for the wireless networks and radio technologies
mentioned above as well as other wireless networks and radio technologies. For clarity,
while aspects may be described herein using terminology commonly associated with 3G,
4G, or 5G wireless technologies, aspects of the present disclosure can be applied
in other generation-based communication systems.
[0072] In 3GPP, the term "cell" can refer to a coverage area of a Node B (NB) or a NB subsystem
serving this coverage area, depending on the context in which the term is used. In
NR systems, the term "cell" and BS, next generation NodeB (gNB or gNodeB), access
point (AP), distributed unit (DU), carrier, or transmission reception point (TRP)
may be used interchangeably. A BS may provide communication coverage for a macro cell,
a pico cell, a femto cell, or other types of cells. A macro cell may cover a relatively
large geographic area (for example, several kilometers in radius) and may allow unrestricted
access by UEs with service subscription. A pico cell may cover a relatively small
geographic area and may allow unrestricted access by UEs with service subscription.
A femto cell may cover a relatively small geographic area (for example, a home) and
may allow restricted access by UEs having an association with the femto cell (for
example, UEs in a Closed Subscriber Group (CSG), UEs for users in the home, etc.).
A BS for a macro cell may be referred to as a macro BS. A BS for a pico cell may be
referred to as a pico BS. A BS for a femto cell may be referred to as a femto BS or
a home BS.
[0073] A UE may also be referred to as a mobile station, a terminal, an access terminal,
a subscriber unit, a station, a Customer Premises Equipment (CPE), a cellular phone,
a smart phone, a personal digital assistant (PDA), a wireless modem, a wireless communication
device, a handheld device, a laptop computer, a cordless phone, a wireless local loop
(WLL) station, a tablet computer, a camera, a gaming device, a netbook, a smartbook,
an ultrabook, an appliance, a medical device or medical equipment, a biometric sensor/device,
a wearable device such as a smart watch, smart clothing, smart glasses, a smart wrist
band, smart jewelry (for example, a smart ring, a smart bracelet, etc.), an entertainment
device (for example, a music device, a video device, a satellite radio, etc.), a vehicular
component or sensor, a smart meter/sensor, industrial manufacturing equipment, a global
positioning system device, or any other suitable device that is configured to communicate
via a wireless or wired medium. Some UEs may be considered machine-type communication
(MTC) devices or evolved MTC (eMTC) devices. MTC and eMTC UEs include, for example,
robots, drones, remote devices, sensors, meters, monitors, location tags, etc., that
may communicate with a BS, another device (for example, remote device), or some other
entity. A wireless node may provide, for example, connectivity for or to a network
(for example, a wide area network such as Internet or a cellular network) via a wired
or wireless communication link. Some UEs may be considered Internet-of-Things (IoT)
devices, which may be narrowband IoT (NB-IoT) devices.
[0074] Some wireless networks (for example, LTE) utilize orthogonal frequency division multiplexing
(OFDM) on the downlink and single-carrier frequency division multiplexing (SC-FDM)
on the uplink. OFDM and SC-FDM partition the system bandwidth into multiple (K) orthogonal
subcarriers, which are also commonly referred to as tones, bins, etc. Each subcarrier
may be modulated with data. In general, modulation symbols are sent in the frequency
domain with OFDM and in the time domain with SC-FDM. The spacing between adjacent
subcarriers may be fixed, and the total number of subcarriers (K) may be dependent
on the system bandwidth. For example, the spacing of the subcarriers may be 15 kHz
and the minimum resource allocation (called a "resource block" (RB)) may be 12 subcarriers
(or 180 kHz). Consequently, the nominal Fast Fourier Transfer (FFT) size may be equal
to 128, 256, 512, 1024 or 2048 for system bandwidth of 1.25, 2.5, 5, 10, or 20 megahertz
(MHz), respectively. The system bandwidth may also be partitioned into subbands. For
example, a subband may cover 1.08 MHz (for example, 6 RBs), and there may be 1, 2,
4, 8, or 16 subbands for system bandwidth of 1.25, 2.5, 5, 10 or 20 MHz, respectively.
In LTE, the basic transmission time interval (TTI) or packet duration is the 1 ms
subframe.
[0075] NR may utilize OFDM with a CP on the uplink and downlink and include support for
half-duplex operation using TDD. In NR, a subframe is still 1 ms, but the basic TTI
is referred to as a slot. A subframe contains a variable number of slots (for example,
1, 2, 4, 8, 16, ... slots) depending on the subcarrier spacing. The NR RB is 12 consecutive
frequency subcarriers. NR may support a base subcarrier spacing of 15 KHz and other
subcarrier spacing may be defined with respect to the base subcarrier spacing, for
example, 30 kHz, 60 kHz, 120 kHz, 240 kHz, etc. The symbol and slot lengths scale
with the subcarrier spacing. The CP length also depends on the subcarrier spacing.
Beamforming may be supported and beam direction may be dynamically configured. MIMO
transmissions with precoding may also be supported. In some examples, MIMO configurations
in the DL may support up to 8 transmit antennas with multi-layer DL transmissions
up to 8 streams and up to 2 streams per UE. In some examples, multi-layer transmissions
with up to 2 streams per UE may be supported. Aggregation of multiple cells may be
supported with up to 8 serving cells.
[0076] In some examples, access to the air interface may be scheduled. A scheduling entity
(for example, a BS) allocates resources for communication among some or all devices
and equipment within its service area or cell. The scheduling entity may be responsible
for scheduling, assigning, reconfiguring, and releasing resources for one or more
subordinate entities. That is, for scheduled communication, subordinate entities utilize
resources allocated by the scheduling entity. Base stations are not the only entities
that may function as a scheduling entity. In some examples, a UE may function as a
scheduling entity and may schedule resources for one or more subordinate entities
(for example, one or more other UEs), and the other UEs may utilize the resources
scheduled by the UE for wireless communication. In some examples, a UE may function
as a scheduling entity in a peer-to-peer (P2P) network, or in a mesh network. In a
mesh network example, UEs may communicate directly with one another in addition to
communicating with a scheduling entity.
[0077] As used herein, the term "determining" may encompass one or more of a wide variety
of actions. For example, "determining" may include calculating, computing, processing,
deriving, investigating, looking up (for example, looking up in a table, a database
or another data structure), assuming and the like. Also, "determining" may include
receiving (for example, receiving information), accessing (for example, accessing
data in a memory) and the like. Also, "determining" may include resolving, selecting,
choosing, establishing and the like.
[0078] As used herein, "or" is used intended to be interpreted in the inclusive sense, unless
otherwise explicitly indicated. For example, "a or b" may include a only, b only,
or a combination of a and b. As used herein, a phrase referring to "at least one of"
or "one or more of" a list of items refers to any combination of those items, including
single members. For example, "at least one of: a, b, or c" is intended to cover the
possibilities of: a only, b only, c only, a combination of a and b, a combination
of a and c, a combination of b and c, and a combination of a and b and c.
[0079] The various illustrative components, logic, logical blocks, modules, circuits, operations
and algorithm processes described in connection with the implementations disclosed
herein may be implemented as electronic hardware, firmware, software, or combinations
of hardware, firmware or software, including the structures disclosed in this specification
and the structural equivalents thereof. The interchangeability of hardware, firmware
and software has been described generally, in terms of functionality, and illustrated
in the various illustrative components, blocks, modules, circuits and processes described
above. Whether such functionality is implemented in hardware, firmware or software
depends upon the particular application and design constraints imposed on the overall
system.
[0080] Various modifications to the implementations described in this disclosure may be
readily apparent to persons having ordinary skill in the art, and the generic principles
defined herein may be applied to other implementations as long as they fall within
the scope of the invention as defined by the appended claims.
[0081] Additionally, insofar covered by the scope of the invention as defined by the appended
claims, various features that are described in this specification in the context of
separate implementations also can be implemented in combination in a single implementation.
Conversely, various features that are described in the context of a single implementation
also can be implemented in multiple implementations separately or in any suitable
subcombination. As such, although features may be described above as acting in particular
combinations, and even initially claimed as such, one or more features from a claimed
combination can in some cases be excised from the combination, and the claimed combination
may be directed to a subcombination or variation of a subcombination.
[0082] Similarly, insofar covered by the scope of the invention as defined by the appended
claims, while operations are depicted in the drawings in a particular order, this
should not be understood as requiring that such operations be performed in the particular
order shown or in sequential order, or that all illustrated operations be performed,
to achieve desirable results. Further, the drawings may schematically depict one or
more example processes in the form of a flowchart or flow diagram. However, other
operations that are not depicted can be incorporated in the example processes that
are schematically illustrated. For example, one or more additional operations can
be performed before, after, simultaneously, or between any of the illustrated operations.
In some circumstances, multitasking and parallel processing may be advantageous. Moreover,
the separation of various system components in the implementations described above
should not be understood as requiring such separation in all implementations, and
it should be understood that the described program components and systems can generally
be integrated together in a single software product or packaged into multiple software
products.
1. A method for communications by a network system, comprising:
identifying (402) multiple user equipments, UEs, participating in a multi-user gaming
platform across one or more wide area networks, WANs; and
taking (404) one or more actions to support latency fairness in delivery of information
across the multiple users via the one or more WANs;
wherein the network system comprises a user plane function, UPF; and
wherein the UPF and the UEs are synchronized to a common clock and the one or more
actions comprise at least one of:
including a timestamp, based on the common clock and a maximum downlink delay for
all UEs, in downlink media packets with playout times; or
using a maximum uplink delay for all UEs, measured based on the common clock, to determine
a waiting time for forwarding uplink packets.
2. The method of claim 1, wherein the network system further comprises a game server,
and wherein the one or more actions comprise:
receiving reports, from the multiple UEs, indicating downlink latency between the
game server and the multiple UEs; and
adjusting, based on the reports, a downlink media playout timestamp used by the multiple
UEs to determine when to playout downlink media.
3. The method of claim 1, wherein the network system further comprises a game server,
and wherein the one or more actions comprise:
determining a handicap for one or more of the multiple UEs, based on estimated link
delays between the game server and the multiple UEs.
4. The method of claim 3, wherein the one or more actions further comprise at least one
of:
delaying downlink packet transmission based on the handicap; or
delaying uplink packet processing based on the handicap; or
communicating the handicap to at least one of the UEs.
5. The method of claim 1, wherein the one or more actions comprise:
synchronizing with one or more edge servers or user plane functions, UPFs, to compensate
for delay variations in the one or more WANs; or
the method of claim 1, wherein the one or more actions comprise:
receiving reports, from one or more user plane functions, UPFs, indicating at least
one of uplink delay or downlink delay between UEs and the UPFs; and
compensating for delay variations in the one or more WANs based on the reports; or
the method of claim 1, wherein the one or more actions comprise:
estimating delays between the network system and one or more user plane functions,
UPFs; and
compensating for delay variations to the one or more WANs by setting packet delay
budget, PDB, limits for the UE based on the estimated delays; or
the method of claim 1, wherein the network system further comprises a base station
and the one or more actions comprise at least one of:
setting a packet delay budget, PDB, limit to reduce variations among the UEs; or
scheduling traffic delivery at a specified packet delay target.
6. The method of claim 1, wherein the one or more actions comprise:
measuring average downlink delays between the UPF and one or more of the UEs; and
at least one of handicapping or delaying forwarding of downlink packets from a server
to UEs based on the measurement; or
the method of claim 1, wherein the one or more actions comprise:
measuring average uplink delays between one or more of the UEs and the UPF; and
at least one of handicapping or delaying forwarding uplink packets to a server based
on the measurement.
7. The method of claim 1, wherein:
the maximum uplink delay for all UEs comprises a maximum average uplink delay for
all UEs plus an uplink variance margin, and the maximum downlink delay for all UEs
comprises a maximum average downlink delay for all UEs plus a downlink variance margin;
or
the maximum uplink delay for all UEs is determined based on a difference between a
packet arrival time at the UPF and a packet time stamp included in uplink packets
from the UEs, and the maximum downlink delay for all UEs is determined based on reports
from the UEs of a difference between a packet arrival time at the UEs and a packet
time stamp included in downlink packets transmitted to the UEs.
8. A method for communications by a user equipment, UE, participating in a multi-user
gaming platform, comprising:
determining (502) parameters of communications with a network system; and
taking (504) one or more actions to support latency fairness with other UEs in delivery
of information based on the determined parameters;
wherein the network system comprises a user plane function, UPF; and
wherein the UE and the UPF are synchronized to a common clock and the one or more
actions comprise at least one of:
playing out received downlink media packets based on a playout timestamp based on
the common clock and a maximum downlink delay for all UEs participating in the multi-user
gaming platform; or
including a timestamp, based on the common clock, in uplink packets for use by the
UPF in determining uplink packet delays and/or forwarding the uplink packets to a
game server.
9. The method of claim 8, wherein the network system further comprises a game server,
and wherein the one or more actions comprise:
transmitting, to the game server, reports indicating downlink latency between the
game server and the UE; or the method of claim 8, wherein the network system further
comprises a game server, and wherein the one or more actions comprise:
transmitting uplink data with time stamps to the game server for use in estimating
uplink delays between the UE and game server and/or delaying processing of player
input at the game server.
10. The method of claim 8,
wherein the network system further comprises a game server, and wherein the parameters
of communications with the network system comprise a maximum uplink delay for UEs
participating in the multi-user gaming platform, and the one or more actions comprises
delaying transmission of uplink data to the game server based on the maximum uplink
delay; or
wherein the parameters of communications with the network system comprise a handicap
for the UE received from the network system, and the one or more actions comprises
at least one of:
delaying uplink packet transmission to the game server based on the handicap; or
delaying delivery of downlink packets to an application executing on the UE based
on the handicap.
11. The method of claim 8, wherein the network system further comprises a base station
and the one or more actions comprise:
communicating with the network system based on a packet delay budget, PDB, limit set
to reduce variations among UEs participating in the multi-user gaming platform; or
communicating with the network system based on a specified packet delay target.
12. The method of claim 8, wherein the one or more actions further comprise at least one
of:
communicating with the network system based on a packet delay budget, PDB, for the
UE and a maximum PDB across all UEs participating in the multi-user gaming platform;
or
communicating with the network system based on a same PDB value for all UEs participating
in the multi-user gaming platform.
13. The method of claim 8,
wherein the maximum uplink delay for all UEs participating in the multi-user gaming
platform comprises a maximum average uplink delay for all UEs plus an uplink variance
margin, and the maximum downlink delay for all UEs participating in the multi-user
gaming platform comprises a maximum average downlink delay for all UEs plus a downlink
variance margin; or
wherein the maximum uplink delay for all UEs is determined based on a difference between
a packet arrival time at the UPF and a packet time stamp included in uplink packets
from the UEs, and the maximum downlink delay for all UEs is determined based on reports
from the UEs of a difference between a packet arrival time at the UEs and a packet
time stamp included in downlink packets transmitted to the UEs.
14. An apparatus, comprising:
a memory having executable instructions stored thereon; and
a processor configured to execute the executable instructions to cause the apparatus
to perform the method according to any of claims 1-7.
15. An apparatus, comprising:
a memory having executable instructions stored thereon; and
a processor configured to execute the executable instructions to cause the apparatus
to perform the method according to any of claims 8-13.
1. Verfahren für Kommunikationen durch ein Netzwerksystem, das Folgendes beinhaltet:
Identifizieren (402) mehrerer Benutzergeräte, UEs, die an einer Mehrbenutzer-Spieleplattform
über ein oder mehrere Weitverkehrsnetze, WANs, teilnehmen; und
Durchführen (404) einer oder mehrerer Aktionen zum Unterstützen von Latenzfairness
beim Liefern von Informationen über die mehreren Benutzer über die ein oder mehreren
WANs;
wobei das Netzwerksystem eine Benutzerebenenfunktion, UPF, umfasst; und
wobei die UPF und die UEs mit einem gemeinsamen Takt synchronisiert sind und die ein
oder mehreren Aktionen mindestens eines beinhalten von:
Einfügen, auf der Basis des gemeinsamen Takts und einer maximalen Downlink-Verzögerung
für alle UEs, eines Zeitstempels in Downlink-Medienpakete mit Playout-Zeiten; oder
Nutzen einer maximalen Uplink-Verzögerung für alle UEs, gemessen auf der Basis des
gemeinsamen Takts, um eine Wartezeit für die Weiterleitung von Uplink-Paketen zu bestimmen.
2. Verfahren nach Anspruch 1, wobei das Netzwerksystem ferner einen Spielserver umfasst,
und wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Empfangen von Berichten von den mehreren UEs, die Downlink-Latenz zwischen dem Spielserver
und den mehreren UEs angeben; und
Justieren, auf der Basis der Berichte, eines Downlink-Medien-Playout-Zeitstempels,
der von den mehreren UEs verwendet wird, um zu bestimmen, wann Downlink-Medien abgespielt
werden sollen.
3. Verfahren nach Anspruch 1, wobei das Netzwerksystem ferner einen Spielserver umfasst,
und wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Bestimmen eines Handicaps für eines oder mehrere der mehreren UEs auf der Basis von
geschätzten Link-Verzögerungen zwischen dem Spielserver und den mehreren UEs.
4. Verfahren nach Anspruch 3, wobei die ein oder mehreren Aktionen ferner mindestens
eines beinhalten von:
Verzögern der Downlink-Paketübertragung auf der Basis des Handicaps; oder
Verzögern der Uplink-Paketverarbeitung auf der Basis des Handicaps; oder
Übermitteln des Handicaps an mindestens eines der UEs.
5. Verfahren nach Anspruch 1, wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Synchronisieren mit einem oder mehreren Edge-Servern oder Benutzerebenenfunktionen,
UPFs zum Kompensieren von Verzögerungsvariationen in den ein oder mehreren WANs; oder
Verfahren nach Anspruch 1, wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Empfangen von Berichten von einer oder mehreren Benutzerebenenfunktionen, UPFs, die
eine Uplink-Verzögerung und/oder eine Downlink-Verzögerung zwischen UEs und den UPFs
anzeigen; und
Kompensieren von Verzögerungsvariationen in den ein oder mehreren WANs auf der Basis
der Berichte;
oder
Verfahren nach Anspruch 1, wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Schätzen von Verzögerungen zwischen dem Netzwerksystem und einer oder mehreren Benutzerebenenfunktionen,
UPFs; und
Kompensieren von Verzögerungsvariationen in den ein oder mehreren WANs durch Festlegen
von PDB-(Paket Delay Budget)-Grenzen für das UE auf der Basis der geschätzten Verzögerungen;
oder
Verfahren nach Anspruch 1, wobei das Netzwerksystem ferner eine Basisstation umfasst
und die ein oder mehreren Aktionen mindestens eines beinhalten von:
Festlegen einer PDB-(Paket Delay Budget)-Grenze zum Reduzieren von Variationen zwischen
den UEs; oder
Planen von Verkehrslieferung bei einem bestimmten Paketverzögerungsziel.
6. Verfahren nach Anspruch 1, wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Messen von durchschnittlichen Downlink-Verzögerungen zwischen der UPF und einem oder
mehreren der UEs; und
Handicappen und/oder Verzögern der Weiterleitung von Downlink-Paketen von einem Server
zu UEs auf der Basis der Messung; oder
Verfahren nach Anspruch 1, wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Messen von durchschnittlichen Uplink-Verzögerungen zwischen einem oder mehreren der
UEs und der UPF; und
Handicappen und/oder Verzögern der Weiterleitung von Uplink-Paketen zu einem Server
auf der Basis der Messung.
7. Verfahren nach Anspruch 1, wobei:
die maximale Uplink-Verzögerung für alle UEs eine maximale durchschnittliche Uplink-Verzögerung
für alle UEs plus einer Uplink-Varianzmarge umfasst und die maximale Downlink-Verzögerung
für alle UEs eine maximale durchschnittliche Downlink-Verzögerung für alle UEs plus
einer Downlink-Varianzmarge umfasst; oder
die maximale Uplink-Verzögerung für alle UEs auf der Basis einer Differenz zwischen
einer Paketankunftszeit an der UPF und einem Paketzeitstempel in Uplink-Paketen von
den UEs bestimmt wird und die maximale Downlink-Verzögerung für alle UEs auf der Basis
von Berichten von den UEs über eine Differenz zwischen einer Paketankunftszeit an
den UEs und einem Paketzeitstempel in zu den UEs übertragenen Downlink-Paketen bestimmt
wird.
8. Verfahren zur Kommunikation durch ein an einer Mehrbenutzer-Spieleplattform teilnehmendes
Benutzergerät, UE, das Folgendes beinhaltet:
Bestimmen (502) von Parametern der Kommunikation mit einem Netzwerksystem; und
Ausführen (504) einer oder mehrerer Aktionen zur Unterstützung von Latenzfairness
mit anderen UEs bei der Lieferung von Informationen auf der Basis der bestimmten Parameter;
wobei das Netzwerksystem eine Benutzerebenenfunktion, UPF, umfasst; und
wobei das UE und die UPF mit einem gemeinsamen Takt synchronisiert sind und die ein
oder mehreren Aktionen mindestens eines beinhalten von:
Abspielen empfangener Downlink-Medienpakete auf der Basis eines Playout-Zeitstempels
auf der Basis des gemeinsamen Takts und einer maximalen Downlink-Verzögerung für alle
an der Mehrbenutzer-Spieleplattform teilnehmenden UEs; oder
Einfügen eines Zeitstempels auf der Basis des gemeinsamen Takts in Uplink-Pakete zur
Verwendung durch die UPF bei der Bestimmung von Uplink-Paketverzögerungen und/oder
Weiterleitung der Uplink-Pakete an einen Spielserver.
9. Verfahren nach Anspruch 8, wobei das Netzwerksystem ferner einen Spielserver umfasst,
und wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Übertragen, zum Spielserver, von Berichten, die Downlink-Latenz zwischen dem Spielserver
und dem UE angeben; oder
Verfahren nach Anspruch 8, wobei das Netzwerksystem ferner einen Spielserver umfasst,
und wobei die ein oder mehreren Aktionen Folgendes beinhalten:
Übertragen von Uplink-Daten mit Zeitstempeln zu dem Spielserver zur Verwendung beim
Schätzen von Uplink-Verzögerungen zwischen dem UE und dem Spielserver und/oder Verzögern
der Verarbeitung von Spielereingaben am Spielserver.
10. Verfahren nach Anspruch 8,
wobei das Netzwerksystem ferner einen Spielserver umfasst, und wobei die Parameter
der Kommunikation mit dem Netzwerksystem eine maximale Uplink-Verzögerung für an der
Mehrbenutzer-Spieleplattform teilnehmende UEs umfassen und die ein oder mehreren Aktionen
das Verzögern der Übertragung von Uplink-Daten zum Spielserver auf der Basis der maximalen
Uplink-Verzögerung umfassen; oder
wobei die Parameter der Kommunikation mit dem Netzwerksystem ein von dem Netzwerksystem
empfangenes Handicap für das UE umfassen und die ein oder mehreren Aktionen mindestens
eines beinhalten von:
Verzögern der Uplink-Paketübertragung zu dem Spielserver auf der Basis des Handicaps;
oder
Verzögern der Lieferung von Downlink-Paketen an eine auf dem UE ausgeführte Anwendung
auf der Basis des Handicaps.
11. Verfahren nach Anspruch 8, wobei das Netzwerksystem ferner eine Basisstation umfasst
und die ein oder mehreren Aktionen Folgendes beinhalten:
Kommunizieren mit dem Netzwerksystem auf der Basis einer PDB-(Paket Delay Budget)-Grenze,
festgelegt zum Reduzieren von Variationen zwischen an der Mehrbenutzer-Spieleplattform
teilnehmenden UEs; oder
Kommunizieren mit dem Netzwerksystem auf der Basis eines spezifizierten Paketverzögerungsziels.
12. Verfahren nach Anspruch 8, wobei die ein oder mehreren Aktionen ferner mindestens
eines beinhalten von:
Kommunizieren mit dem Netzwerksystem auf der Basis eines PDB (Paket Delay Budget)
für das UE und eines maximalen PDB für alle an der Mehrbenutzer-Spieleplattform teilnehmenden
UEs; oder
Kommunizieren mit dem Netzwerksystem auf der Basis eines gleichen PDB-Werts für alle
an der Mehrbenutzer-Spieleplattform teilnehmenden UEs.
13. Verfahren nach Anspruch 8,
wobei die maximale Uplink-Verzögerung für alle an der Mehrbenutzer-Spieleplattform
teilnehmenden UEs eine maximale durchschnittliche Uplink-Verzögerung für alle UEs
plus einer Uplink-Varianzmarge umfasst und die maximale Downlink-Verzögerung für alle
an der Mehrbenutzer-Spieleplattform teilnehmenden UEs eine maximale durchschnittliche
Downlink-Verzögerung für alle UEs plus einer Downlink-Varianzmarge umfasst; oder
wobei die maximale Uplink-Verzögerung für alle UEs auf der Basis einer Differenz zwischen
einer Paketankunftszeit an der UPF und einem in Uplink-Paketen von den UEs enthaltenen
Paketzeitstempel bestimmt wird und die maximale Downlink-Verzögerung für alle UEs
auf der Basis von Berichten von den UEs über eine Differenz zwischen einer Paketankunftszeit
an den UEs und einem in zu den UEs übertragenen Downlink-Paketen enthaltenen Paketzeitstempel
bestimmt wird.
14. Vorrichtung, die Folgendes umfasst:
einen Speicher mit darauf gespeicherten ausführbaren Befehlen; und
einen Prozessor, konfiguriert zum Ausführen der ausführbaren Befehle, um die Vorrichtung
zum Durchführen des Verfahrens nach einem der Ansprüche 1-7 zu veranlassen.
15. Vorrichtung, die Folgendes umfasst:
einen Speicher mit darauf gespeicherten ausführbaren Befehlen; und
einen Prozessor, konfiguriert zum Ausführen der ausführbaren Befehle, um die Vorrichtung
zum Durchführen des Verfahrens nach einem der Ansprüche 8-13 zu veranlassen.
1. Procédé de communications par un système de réseau, comprenant :
l'identification (402) de multiples équipements utilisateurs, UE, participant à une
plate-forme de jeu multi-utilisateurs sur un ou plusieurs réseaux étendus, WAN ; et
la prise (404) d'une ou plusieurs mesures pour prendre en charge une équité de latence
dans la distribution d'informations entre les multiples utilisateurs par l'intermédiaire
des un ou plusieurs WAN ;
dans lequel le système de réseau comprend une fonction de plan utilisateur, UPF ;
et
dans lequel l'UPF et les UE sont synchronisés sur une horloge commune et les une ou
plusieurs mesures comprennent au moins l'une des mesures suivantes :
l'inclusion d'un horodatage, basé sur l'horloge commune et un retard de liaison descendante
maximum pour tous les UE, dans des paquets multimédia de liaison descendante avec
des temps de diffusion ; ou
l'utilisation d'un retard de liaison montante maximum pour tous les UE, mesuré sur
la base de l'horloge commune, pour déterminer un temps d'attente pour l'acheminement
de paquets de liaison montante.
2. Procédé selon la revendication 1, dans lequel le système de réseau comprend en outre
un serveur de jeu, et
dans lequel les une ou plusieurs mesures comprennent :
la réception de rapports, en provenance des multiples UE, indiquant une latence de
liaison descendante entre le serveur de jeu et les multiples UE ; et
l'ajustement, en fonction des rapports, d'un horodatage de jeu multimédia de liaison
descendante utilisé par les multiples UE pour déterminer quand diffuser les média
de liaison descendante.
3. Procédé selon la revendication 1, dans lequel le système de réseau comprend en outre
un serveur de jeu, et
dans lequel les une ou plusieurs mesures comprennent :
la détermination d'un handicap pour un ou plusieurs des multiples UE, en fonction
de retards de liaison estimés entre le serveur de jeu et les multiples UE.
4. Procédé selon la revendication 3, dans lequel les une ou plusieurs mesures comprennent
en outre au moins :
le retard d'une transmission de paquets de liaison descendante en fonction du handicap
; ou
le retard du traitement de paquets de liaison montante en fonction du handicap ; ou
la communication du handicap à au moins l'un des UE.
5. Procédé selon la revendication 1, dans lequel les une ou plusieurs mesures comprennent
:
la synchronisation avec un ou plusieurs serveurs de périphérie ou fonctions de plan
utilisateur, UPF, pour compenser des variations de retard dans les un ou plusieurs
WAN ; ou
procédé selon la revendication 1, dans lequel les une ou plusieurs mesures comprennent
:
la réception de rapports, en provenance d'une ou plusieurs fonctions de plan utilisateur,
UPF, indiquant au moins un retard de liaison montante ou un retard de liaison descendante
entre les UE et les UPF ; et
la compensation de variations de retard dans les un ou plusieurs WAN en fonction des
rapports ; ou
procédé selon la revendication 1, dans lequel les une ou plusieurs mesures comprennent
:
l'estimation de retards entre le système de réseau et une ou plusieurs fonctions de
plan utilisateur, UPF ; et
la compensation de variations de retard vers les un ou plusieurs WAN en établissant
des limites de budget de retard de paquets, PDB, pour l'UE en fonction des retards
estimés ; ou
procédé selon la revendication 1, dans lequel le système de réseau comprend en outre
une station de base et les une ou plusieurs mesures comprennent au moins l'une des
mesures suivantes :
l'établissement d'une limite de budget de retard de paquets, PDB, pour réduire des
variations entre les UE ; ou
l'ordonnancement d'une distribution du trafic à une cible de retard de paquet spécifiée.
6. Procédé selon la revendication l, dans lequel les une ou plusieurs mesures comprennent
:
la mesure de retards de liaison descendante moyens entre l'UPF et un ou plusieurs
des UE ; et
au moins l'un d'une imposition de handicap ou d'un retard de l'acheminement de paquets
de liaison descendante depuis un serveur vers des UE en fonction de la mesure ; ou
procédé selon la revendication 1, dans lequel les une ou plusieurs mesures comprennent
:
la mesure de retards de liaison montante moyens entre un ou plusieurs UE et l'UPF
; et
au moins l'un d'une imposition de handicap ou d'un retard de l'acheminement de paquets
de liaison descendante vers un serveur en fonction de la mesure.
7. Procédé selon la revendication 1, dans lequel :
le retard de liaison montante maximum pour tous les UE comprend un retard de liaison
montante moyen maximum pour tous les UE plus une marge de variance de liaison montante,
et le retard de liaison descendante maximum pour tous les UE comprend un retard de
liaison descendante moyen maximum pour tous les UE plus une marge de variance de liaison
descendante ; ou
le retard de liaison montante maximum pour tous les UE est déterminé en fonction d'une
différence entre un temps d'arrivée de paquets au niveau de l'UPF et un horodatage
de paquet inclus dans des paquets de liaison montante provenant des UE, et le retard
de liaison descendante maximum pour tous les UE est déterminé en fonction de rapports
par les UE d'une différence entre un temps d'arrivée de paquets au niveau des UE et
un horodatage de paquet inclus dans des paquets de liaison descendante transmis aux
UE.
8. Procédé de communication par un équipement utilisateur, UE, participant à une plate-forme
de jeu multi-utilisateurs, comprenant :
la détermination (502) de paramètres de communications avec un système de réseau ;
et
la prise (504) d'une ou plusieurs mesures pour prendre en charge une équité de latence
avec d'autres UE dans la distribution d'informations en fonction des paramètres déterminés
;
dans lequel le système de réseau comprend une fonction de plan utilisateur, UPF ;
et
dans lequel l'UE et l'UPF sont synchronisés sur une horloge commune et les une ou
plusieurs mesures comprennent au moins l'une des mesures suivantes :
la diffusion de paquets multimédia de liaison descendante reçus en fonction d'un horodatage
de diffusion basé sur l'horloge commune et un retard de liaison descendante maximum
pour tous les UE participant à la plate-forme de jeu multi-utilisateurs ; ou
l'inclusion d'un horodatage, basé sur l'horloge commune, dans des paquets de liaison
montante en vue de son utilisation par l'UPF pour déterminer des retards de paquets
de liaison montante et/ou acheminer les paquets de liaison montante vers un serveur
de jeu.
9. Procédé selon la revendication 8, dans lequel le système de réseau comprend en outre
un serveur de jeu, et dans lequel les une ou plusieurs mesures comprennent :
la transmission, au serveur de jeu, de rapports indiquant une latence de liaison descendante
entre le serveur de jeu et l'UE ; ou
procédé selon la revendication 8, dans lequel le système de réseau comprend en outre
un serveur de jeu, et dans lequel les une ou plusieurs mesures comprennent :
la transmission de données de liaison montante avec des horodatages au serveur de
jeu en vue de leur utilisation dans l'estimation de retards de liaison montante entre
l'UE et le serveur de jeu et/ou le retard du traitement d'entrées de joueurs au niveau
du serveur de jeu.
10. Procédé selon la revendication 8,
dans lequel le système de réseau comprend en outre un serveur de jeu, et dans lequel
les paramètres de communication avec le système de réseau comprennent un retard de
liaison montante pour les UE participant à la plate-forme de jeu multi-utilisateurs,
et l'une ou plusieurs mesures comprennent le retard de la transmission de données
de liaison montante au serveur de jeu en fonction du retard de liaison montante maximum
; ou
dans lequel les paramètres des communications avec le système de réseau comprennent
un handicap pour l'UE reçu en provenance du système de réseau, et les une ou plusieurs
mesures comprennent au moins l'une des mesures suivantes :
le retard de la transmission de paquets de liaison montante au serveur de jeu en fonction
du handicap ; ou
le retard de la distribution de paquets de liaison descendante à une application exécutée
sur l'UE en fonction du handicap.
11. Procédé selon la revendication 8, dans lequel le système de réseau comprend en outre
une station de base et les une ou plusieurs mesures comprennent :
la communication avec le système de réseau en fonction d'une limite de budget de délai
de paquets, PDB, établie pour réduire des variations parmi les UE participant à la
plate-forme de jeu multi-utilisateurs ; ou
la communication avec le système de réseau en fonction d'une cible de retard de paquet
spécifiée.
12. Procédé selon la revendication 8, dans lequel les une ou plusieurs mesures comprennent
en outre au moins l'une des mesures suivantes :
la communication avec le système de réseau en fonction d'un budget de retard de paquets,
PDB pour l'UE et d'un PDB maximum pour tous les utilisateurs participant à la plateforme
de jeu multi-utilisateurs ; ou
la communication avec le système de réseau en fonction d'une même valeur de PDB pour
tous les UE participant à la plate-forme de jeu multi-utilisateurs
13. Procédé selon la revendication 8,
dans lequel le retard de liaison montante maximum pour tous les UE participant à la
plate-forme de jeu multi-utilisateurs comprend un retard de liaison montante moyen
maximum pour tous les UE plus une marge de variance de liaison montante, et le retard
de liaison descendante maximum pour tous les UE participant à la plate-forme de jeu
multi-utilisateurs comprend un retard de liaison descendante moyen maximum pour tous
les UE plus une marge de variance de liaison descendante ; ou
dans lequel le retard de liaison montante maximum pour tous les UE est déterminé en
fonction d'une différence entre un temps d'arrivée de paquets au niveau de l'UPF et
d'un horodatage de paquet inclus dans des paquets de liaison montante en provenance
des UE, et le retard de liaison descendante maximum pour tous les UE est déterminé
en fonction de rapports par les UE d'une différence entre un temps d'arrivée de paquets
au niveau des UE et un horodatage de paquet inclus dans des paquets de liaison descendante
transmis aux UE.
14. Appareil comprenant :
une mémoire sur laquelle sont stockées des instructions exécutables ; et
un processeur configuré pour exécuter les instructions exécutables afin d'amener l'appareil
à réaliser le procédé selon l'une quelconque des revendications 1 à 7.
15. Appareil comprenant :
une mémoire sur laquelle sont stockées des instructions exécutables ; et
un processeur configuré pour exécuter les instructions exécutables afin d'amener l'appareil
à réaliser le procédé selon l'une quelconque des revendications 8 à 13.